Creating wrinkles
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Is there a way to create wrinkles in a clothing figure? Let's say you have a model wearing pantyhose. She shrinks, the clothing doesn't. How do you make the pantyhose look wrinkled? Is there an easy way to do that?
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Is there a way to create wrinkles in a clothing figure? Let's say you have a model wearing pantyhose. She shrinks, the clothing doesn't. How do you make the pantyhose look wrinkled? Is there an easy way to do that?
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Inside DS? Not very easy, deformers might work in some cases, but not so well with that kind of detail. So you can export the clothing to a modelling software and create morphs, then import it back into DS, or you can create normalmaps or displacement maps in an image editor like Photo Shop to get the effect you want. Non of these are very simple, unfortunately.
Thought so. I saw that there is this Wrinkle 3D product, but it seems like a pain in the ass. Like you said, I've just been working it in Photoshop.
dForce, if the mesh resolution and item construction permit.
Yeah, with some settings, you get a wrinkly effect in dforce.
If it’s a dforce item let the physics solver do it for you. Otherwise you can export out to other programs to do physics simulations or sculpt them your self in ZBrush or other sculpting programs. 3D Coat has an interesting interactive cloth mode.
I Have yet to try dforce. Guess I'll check it out.
Several minutes later: I looked at dForce - Start here. I can't make heads or tails of it. The item I'm working, H&C Club Dress C for Genesis 3 Female(s), is not a dForce item. Trying to make the stockings look wrinkled. If dForce can so that, can anyone walk me through the sequence of steps?
The one thing I can think here is that dForce may not be the answer to a "wrinkled" look, it is; what I like to call 'stupid' in how it relates to objects. Think of it as simply a downward force, down, from up to down, regardless of the shape of the item, the force is applied 100% perpendicular to the "world" cordinates.
So the first thing you need to look at is your model, you say it is not dForce ready, but it might be okay. Are the stockings a singular item, meaning they do not have a seperate piece that is the band, or toes (toes are not going to matter so much if in shoes)
Quickest way to find out is to actually apply the force and try a simulation, if the stockings split apart, then there are multiple items, if they hold together, they are probably 1 item with different texture "zones" (which is good)
So to apply the dForce.
in your Scene window make sure you have the stockings selected.
Go to: Edit>Object>Geomerty>Add dForce Modifier: Dynamic Surface
That's it, multiple pieces or not, the stockings have now had the dForce modifier added to them. Run the simulation to see if the pull apart or not. you do not have to worry about any settings or poses at this point (in fact, I would suggest the default pose for this test)
Go to Window> Panes (tabs)> Simulation Settings> Simulate.
The results will tell you if you want to get involved with trying to work with dForce.
My experience with dForce to date is that it does not generate a lot of wrinkles that weren't there originally regardless of poly count. The best dForce-functional items are those that had wrinkles from Marvelous Designer before they were ever converted for sim. There is no setting you can change that will make dForce add a lot of detailed silk-like wrinkles to a skirt that was modeled as a straight A-line (and if there is, someone please share it, I'd really like to be wrong). You're going to get very simple folds.
So I guess my advice is in fact, invest in MD if you can, quadrangulate and export from there to DS, then add a dForce modifier and simulate from there.
I’ve had what I’d consider moderate success trying to address the issue you describe, @Sickleyield. The problem is that the tests I’ve run so far make use of some non-standard geometry, do not start as conforming clothing, and require a script to setup the sim. In general, a bit too complex for what the powers that be are looking for.
Anyway, here are a few links to specific posts with images in the thread I started a while back:
https://www.daz3d.com/forums/discussion/comment/3784006/#Comment_3784006
https://www.daz3d.com/forums/discussion/comment/3789351/#Comment_3789351
https://www.daz3d.com/forums/discussion/comment/3790976/#Comment_3790976
- Greg
If they didn't start as conforming clothing, how did you make them fit the various morphs? Is that part of your script?
I do not speak for the Daz admins. But as far as I know, the reason Daz mostly wants dForce items to be conformers is because 1. then morphs can be used to fit characters and 2. if clothing conforms, a lot of items can be simmed in one frame rather than having to use the Timeline animation on every sim. In a lot of poses you can even speed up sim by turning off "start from memorized pose." If you've got a way around that, it's possible they'd still be interested in your method. If your method is to only ever use the Timeline, resulting in extremely time-consuming simulation that has a better-looking result, then it's not going to go over as well.
A large part of the script's function is in fact setting up animated drapes. The whole approach is much like the real world where one needs to take the right size shirt off the rack. George needs a bigger shirt than Josie, and while Bethany might be able to wear Josie's shirt, it better have a little stretch to it lol.
The clothes are figure agnostic, but come in different sizes and have other fit adjustment morphs. Setting aside the technical apects for a minute, I am fully aware that this approach is likely undesirable from a sales/marketing standpoint for obvious reasons.
That being said, I'm definitely having fun making my own clothes for internal use.
- Greg